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> In a DF3 file, each value apply to a cube, so, you obviously get a blocky aspect.
> POV-Ray don't use any tessellation. It samples along a ray and evaluate the
> isosurface value at a point, if it evaluate to less than the therhold, you are
> outside the object, it it evaluate at the threshold, you are ON the surface, if
> larger, then you are inside.
> DF3's are mostly used for media dencity where the blockyness is less visible.
>
> --
> Alain
> -------------------------------------------------
> The strongest reason for the people to retain the right to keep and bear
> arms is, as a last resort, to protect themselves against tyranny in
> government.
> Thomas Jefferson
Yes, there is indeed blocky appearance, but i think if there is no any
tessellation, what kind of primitives povray is using to represent the
intersection between a ray and the on-surface cube. And for each
intersection point, its normal should be calculated from the volume data.
Is that possible that povray is just using a rectangle to reprensent the
intersection of the on-surface cube? which is something like billboards,
since it is very efficient. If so, there would be no way to make the
resulting surface smoother, except using finer volume data.
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